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  1. #14
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by CeveArthu View Post
    Hallowed ground can be popped at any point so you are immune to CC and take zero damage

    Holmgang is used to lock a target in place and prevents you from going below 1 hp

    Living Dead prevents you from going below 1 hp, it doesnt have the lockdown effect of holmgang or the actual invincibility of hallowed ground
    I know what they all do, I just don't get how that makes it terrible...

    For holding a node solo, Living Dead is absolutely amazing; Hallowed Ground is nice, but does Paladin have any AoE interrupts on a reasonable cooldown? Didn't think so. Warrior does, but with Holmgang locking you in place the enemy should be able to find a safe spot to take the node easily. It doesn't really buy you any extra time holding onto that node, while Living Dead does since you retain your mobility.

    Depending on how much focus you get during Walking Dead, you can actually hold that node for a fair bit longer too, with Purify. Between Push Back+Bloodbath, Dark Arts Abyssal Drain, Tar Pit, Carnal Chill, and all my other defensive cooldowns, I can actually go from my enemy thinking I'm dead with Walking Dead, to holding that node for at least another 10 seconds, if not more.

    I honestly wouldn't even bother comparing Hallowed Ground/Living Dead to Holmgang. I mean, if you are Holmgang is trash; Can you push forward and survive while drawing most of the heat with Holmgang? No. You can't even move. Likewise, can you sprint to safety with it? No. For a push I'd even favour Living Dead over Hallowed Ground, Living Dead works far better at distracting the enemy, since you effectively become a free kill. I'll already be dead, yet I'll have multiple DPS fighting over who gets the easy kill shot. Holmgang isn't really about survival in PvP, it's about focusing a single target.

    Quote Originally Posted by Xenosan View Post
    As an individual, I've never lost to DRK 1vs1 as DRG or PLD.
    For 1v1s I've actually found Dark Knight to be pretty amazing, at least against other melee.

    Quote Originally Posted by Xenosan View Post
    They've also got the worse self-healing of the 3 tanks. How often are you DRKs in Grit?
    I'll use Grit if I'm holding, but in 1v1 I'll turn it on and off. Opening burst I'll leave it off, have Push Back + Bloodbath to mitigate some damage and make their opening burst hurt them and use Blood Weapon for Dark Arts for Carve and Spit/Souleater. Once that wears, Grit goes on, as does Blood Price, defensive cooldowns to cripple their DPS (Carnal Chill especially) and Souleater becomes more than enough self healing. When Blood Weapon is ready again Grit goes off, I'll pop a double Dark Arts combo for Dark Dance and Dark Passenger and finish them off; If they try to run I'll have Plunge and Stun saved, as well as Tar Pit.

    Quote Originally Posted by CeveArthu View Post
    Compared to the other 2 skills like it on the other jobs, its nowhere near as strong on the CC side

    Its basically just a bad version of hallowed ground. im only comparing it to holmgang because it has the same effect of keeping your hp at 1
    And? It's a different skill, go figure it would have different uses. I wouldn't use Hallowed Ground to burst like I would Holmgang, just like I wouldn't use Holmgang to push forward like I would with Living Dead...

    All Dark Knight needs is an adjustment to its MP management. They could tack that onto Living Dead for all I care, if Living Dead also doubled up as a persistent Dark Arts I'd call that overpowered as hell, but I wouldn't complain about it...
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    Last edited by Nalien; 08-07-2015 at 02:36 AM.